View-point dependant surface simplification.


Master thesis project : Goal of this project is to compute the gravitationnal attraction of large volumes (i.e. mountains). The definition of the gravitationall attraction is given by an integration over a volume. Using the Gauss theorem, one can reduce it on an integration over a surface. By simplifying the surface (number of triangles), our idea is to decrease the computation time. In order to keep a desirable level of precision, surface must be simplified far from the computation point and must be as precise as possible close to this point. Because the computation is usually computed over a whole map (a grid of points), the surface simplified for one point must be fastly adapted to its neighbor computing point.

This project was achieved as a master thesis (Master of research in Image, Vision and Robotics, INPG University, Grenoble). It was supervised by Olivier Jamet, LAREG team, at the National Institute of Geography.



ALGORITHM

Algorithm is split in four parts :

  1. regular MNE Triangulation (numerical Model of Elevation given on a regular grid) :
    MNE is a regular grid where elevation is given at each node. The surface is triangulated from these elevation values. The surface at elevation 0 is also triangulated, as are the sides of the given area. Eventualy one obtain a closed triangulated surface. In this thesis, I studied the influence of the choice of the triangulation (regular of using a Catmull-Rom spline).

  2. Surface simplification and creation of a list of "edge-collapse":
    There exists many surface simplification algorithm. We decided to use the one of Lindstrom & Turk because it doesn't modify the volume encapsulated in the closed surface. And in our case, the error would lead to error in the computation of the gravitationnal attraction. And this algorithm is freely available in the GTS library (Gnu Triangulated Surface).
    see  "Progressive meshes. H. Hoppe. ACM SIGGRAPH 1996, 99-108." for the building of "edge-collapse" list..
    see "Fast and Memory Efficient Polygonal Simplification. Peter Lindstrom and Greg Turk. IEEE Visualization '98, October 1998, pp. 279-286, 544." for the surface simplification algorithm.
    That would also hae been  interesting to study the error caused by the famous simplication surface algorithm :  M. Garland and P. Heckbert. Surface Simplification Using Quadric Error Metrics. In Proceedings of SIGGRAPH 97 ).

  3. Hierarchical surface simplification :
    Next step is to adapt the surface depending of the computation point. Surface must be much simplified far away and keep much precision close to this point. This is achieved using the hierarchical descipription of the previous surface simplifaiction, see  "Smooth view-dependent level-of-detail control and its application to terrain rendering. H. Hoppe. IEEE Visualization 1998, October 1998, 35-42."

  4. Computation loop
    Once the hierarchical surface representation is created, one can enter in the main loop. The surface is simplified for a point, then computaion is done at this point. Then, surface is slightly adapted for a neighboring computation point. This is a quick step, thanks to the hierachical representation. Computation can be laucnhed again at this point, and so on.


ILLUSTRATIONS

the UI to visualize the MNE (side of the studied are)

 

 initial surface :500.000 edges    simplified to  9000 edges
 simplified to  1000 edges    simplified to  150 edges
37 simplified to  37 edges
An area with mountain and flat parts. The flat parts are simplified first
Example of a simplification, the computaion point is in the low-left corner. Same point, but more simplified
more simplification extremal simplification
On this simplification, the quality of the mesh decreases slowly as one gets further from the computation point

Here, the decrease of quality if very steep.


 

Author :  Adrien Auclair  
adrien dot auclair at gmail dot com
Last update : 16/07/2004